Review, published in MESH film/video/multimedia/art #10, November 1996 MESH is the journal of Experimenta Media Arts, Australia Garth Paine/Craig Madoc's MQM an intelligent virtual environment installation at Linden Gallery, Melbourne,September 1996 In this material world, a door is still a door no matter how hard or how softly one walks into it. This was not the case with MQM, a virtual environment composed of sensors and triggers, sound and video - a room whose purpose was to accommodate the mood and behaviour of its inhabitants. MQM was a bouncy-castle for the mind. The virtual environment installed in Linden Gallery by Paine and Madoc was composed of trigger pads concealed in the floor; light beams intersecting the room to sense movement; video projection on three walls; and speakers which, like the projected images, responded to movement. By shifting oneself around the room it was possible to generate a variety of responses from the sound and video sources stored in a small room next door. And after setting off the triggers and breaking the light beams, the viewer could integrate the external environment directly with the pattern of choices in his/her head. The software designed to produce this effect was the result of experimentation by Garth Paine, formerly a composer of music and now the scribe of great lists of stimuli and reaction. Together with an archive of video compiled by Craig Madoc, this software formed an installation which gave new meaning to the term 'cerebral architecture'. Without the use of cumbersome interface equipment, MQM gave the mind the power to build an environment using the body's movement to generate aural and visual outcomes. MQM responded to a static occupant by delivering a soothing and restful mixture of images and sounds. The more adventurous occupants, those who stepped on the triggers and walked through the light beams, were rewarded with more noises, a confusion of images and a richer response in general. Alone in the room, the viewer could experiment with running, ducking, waving or hiding to create a customised environment. Viewers could be selective about what was drawn from MQM's memory by simply adjusting their behaviour. Although I did not experience the installation this way, control of the virtual environment could be shared by a number of inhabitants using the triggers and responses as a means of communicating how things should sound and look. In one instance, the artists were surprised to find 20 to 30 people coming to agreement and choosing a shared environment without talking - they simply edged one another to a standstill. Standard forms of interactive engagement include the use of joysticks, keyboards, touchpads, gloves and headsets as the means of choosing an outcome or deciding on paths to follow through a virtual environment. As well, standard interactive formats and virtual spaces tend to be linear, with pre-set outcomes and environments accessed from a set menu of destinations. MQM attempted to extend the possibilities of virtual interaction by enabling the whole space to be sensitive and the range of outcomes to be independent of one another. That means that unlike a room in virtual reality, where one would access a pre-recorded version of a finite environment, MQM demanded the experience of attention to, communication with and control of an environment for the sake of fully enjoying those moments. There was a feeling of freedom associated with MQM interaction; the kind of freedom one feels after chasing a tram two stops to reclaim a lost wallet. It provides that combination of reckless humiliation and self-satisfaction where it's possible to take what one wants out of the environment regardless of how dumb it looks to those not taking part in the experience. This big black room with piles of river rocks in it connected to a small white room full of CD-drives and some interesting technology is an introvert's paradise, a bedroom with which to play on one's bored days. © James Rowland MESH film/video/multimedia/art #10,MESH is the journal of Experimenta Media Arts